| Rarity | Recruit cost | Promote cost |
|---|---|---|
| 6★ | 6 |
3 |
| 5★ | 2 |
1 |
| 4★ | Free | 1 |
| 3★ and below | Free | N/A |
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| Integrated Strategies | Guide |
Integrated Strategies (I.S.; not to be confused with Il Siracusano) is a roguelike game mode in Arknights. It is accessible once 3-8 is cleared.
The player must complete one "adventure" by clearing various operations and events divided through branching paths with different possibilities, hence the player must be ready for literally any situation although this is not always the case due to the intrinsic nature of the mode.
I.S. content are divided into distinct themes, of which there are six as of July 15, 2025:
Ceobe's Fungimist is the only theme that is not permanently available, akin to a temporary event; all other themes from Crimson Solitaire are permanently available in the Terminal. This also extends to the respective theme's Path to Glory medals, which has no time constraints in obtaining them!
The player may pause the adventure by returning to the main I.S. menu and resume it anytime (the adventure's time still counts while it is being paused), and abandon the adventure from the main I.S. menu when it is paused or quitting out of an I.S. operation; in both cases (the former since Phantom & Crimson Solitaire), the adventure will end in failure.
Take caution that since an operation will be considered to end in a mission failure when the player is disconnected or the game is forcefully shut down while in the middle of one, an I.S. adventure will end in failure when it is resumed if the aforementioned happens in the middle of an I.S. operation or while starting one!
If the adventure is abandoned during its starting up sequence (see below), the player must wait for one minute before they can start another adventure.
| “ | Select Operators that fit your squad to make combat easier. | ” |
| —Loading screen tip in Integrated Strategies |
Operators are recruited through Rec. Vouchers and HR Dispatch Letters, which gives the player an opportunity to pick one Operator to be added into their I.S. roster or promoting Operators already added to the roster. Only Operators in the player's roster and I.S.-exclusive Operators (see below) that can be recruited through regular Rec. Vouchers; Operators not present in the player's roster may be available as Temporary Recruitment ones (explained below).
| “ | Training more Operators and developing the possibilities between them can grant you a greater advantage during combat. | ” |
| —Loading screen tip in Integrated Strategies |
Keep in mind that Operators' level, Potential, skill level/Specialization level, and Modules in I.S. will match with that in the player's own roster (e.g. if the player have SilverAsh at Elite 1 Level 60, their SilverAsh in I.S. will be at the same level and unable to use Truesilver Slash even when promoted; conversely, if the player have Exusiai at Elite 2 Level 50 and with the MAR-X Module unlocked, their Exusiai in I.S. will be at Elite 1 Level 80 when recruited and will reach the same level, and can use Overloading Mode, and have her Module activated once promoted); newly recruited Operators will be in at most Elite 1 maximum level with the skill level of 7 when recruited, and 4★ or above Elite 2 Operators will reach their highest level (and skill Specialization training, if one had done so) when promoted. Therefore, don't neglect on building non-core Operators (especially low-rarity ones) because they can (and will) be useful in a pinch during I.S. adventures!
As mentioned before, recruiting and promoting Operators cost Hope; initially the player starts with 6
and can gain more throughout the adventure.
| Rarity | Recruit cost | Promote cost |
|---|---|---|
| 6★ | 6 |
3 |
| 5★ | 2 |
1 |
| 4★ | Free | 1 |
| 3★ and below | Free | N/A |
| Rarity | Recruit cost | Promote cost |
|---|---|---|
| 6★ | 6 |
3 |
| 5★ | 3 |
2 |
| 4★ | 2 |
1 |
| 3★ and below | Free | N/A |
| Rarity | Recruit cost | Promote cost |
|---|---|---|
| 6★ | 6 |
3 |
| 5★ | 4 |
2 |
| 4★ | 2 |
1 |
| 3★ and below | Free | N/A |
Certain Collectibles and items can be used to promote Operators without spending Hope.
| “ | Operators recruited via "Temporary Recruitment" will not consume Hope. Do not miss the opportunity. | ” |
| —Loading screen tip in Integrated Strategies |
Temporary Recruitment Operators may be available on occasion when using Rec. Vouchers/HR Dispatch Letters, which costs no Hope to recruit (but still costs Hope to be promoted), have maxed out stats (which extends to Potential, skill level/Specialization level, and Modules), and could be those that are not in the player's roster; Temp. Recruitment Operators in the player's roster, however, will always wear their default outfit.
| “ | During your initial recruitment, you can recruit your friends' Operators via Support Recruitment. | ” |
| —Loading screen tip in Integrated Strategies |
Since Crimson Solitaire, the player can pick one Support Unit to help them throughout the adventure, but this must be done during the adventure's startup and the Support Unit cannot be changed for the remainder of the adventure.
The Support Unit still have to be recruited as with the player's own Operators before they can be used, and their stats will match with when the player uses them (e.g. if the owner raises the Support Unit during the adventure, their stats will only be updated after the adventure).
| “ | Carefully plan out your route. The decisions you make at each step along the way are very important. | ” |
| —Loading screen tip in Integrated Strategies |
An Integrated Strategies adventure is split into various nodes divided into six floors with the sixth can only be entered after certain conditions are fulfilled. The first five floors have a node which will always appear at the end, while the nodes in 6F are always in a fixed order.
In addition to the standard six floors, a secret floor is introduced in Caerula Arbor, which can only be entered through a specific event. Clearing the secret floor takes the player back to the floor where they entered it and proceed into the node succeeding the event. Joklumarkar also introduces a special floor which can only be entered after fulfilling certain requirements.
Since Caerula Arbor, there may be nodes connected vertically by a dashed line, which can be entered at the cost of 1
(Caerula Arbor)/1 Anti-Interference Index (Joklumarkar)/2
Plan (Furnaceside Fables).
Since Furnaceside Fables, nodes can be refreshed in which it will be changed into a different one.
Introduced in Sarkaz's Furnaceside Fables, Face-Off nodes allow the player to enter a 1-vs-1 or 2-vs-2 challenge battle.
When a Face-Off operation starts, the player must choose one of three opponents to fight with their difficulty being indicated by a colored icon above them: gray for the easiest opponent, blue for the moderately difficult opponent, and orange for the most difficult opponent. In 1-vs-1 Face-Offs, each opponent is made up of a single enemy; in 2-vs-2 Face-Offs, each opponent is made up of two enemies, all of which are randomly chosen and the player can refresh the opponents once per Face-Off operation. Clicking on an opponent will display its tooltip.
To choose the opponent, deploy the Operator(s) in the Face to Face in front of the opponent the player wish to fight. Once the Operator(s) are set, the player may begin the Face-Off by clicking the "Begin battle" button on the bottom-right corner.
During the battle phase, all Operators but the one(s) deployed will be removed from the Deployment Waiting Zone;[note 1] Support Items are unaffected and can be used like usual.
The Face-Off operation has a time limit and the outcome is decided as follows.
The player receives a reward for winning the Face-Off or if the outcome is a draw, which is accounted for on the operation's result screen.
| “ | Combining different collectibles can lead to unexpected results. | ” |
| —Loading screen tip in Integrated Strategies |
Colloquially known as Artifacts or Relics, Collectibles are items exclusive to Integrated Strategies which helps the player in various ways, although some have drawbacks and a few even apply handicaps that make things harder.
The Collectibles' effects stack with other Collectibles and skills/talents that provide similar effects; in fact, Collectibles that increase SP recovery rate actually stacks with talents that do the same.
Collectibles are divided into three grades:
Collectibles can be obtained during an I.S. adventure by clearing certain operations, from certain events, and purchased at the Rogue Trader for Originium Ingots; the rarer the Collectible, the more expensive it is. Not all Collectibles are available from the start, however; some are initially locked and must be unlocked by meeting a certain condition during an adventure, after which it can be obtained from future adventures.
Integrated Strategies feature a leveling mechanic separate from the regular leveling system and unique to each adventure called Command Level.
Players start at Command Level 1 and gains additional Command EXP for clearing operations. The player's Command Level will rise at certain Command EXP thresholds.
| “ | The combat nodes in [Integrated Strategies] change at random. Understanding the rules of their changes will make your combats easier. | ” |
| —Loading screen tip in Integrated Strategies |
Integrated Strategies is notable for having multiple different endings; Ceobe's Fungimist has three and Sarkaz's Furnaceside Fables has five, while other themes have four.
From Caerula Arbor, each ending have three "endbooks" which provides additional information related to the respective ending and are unlocked by carrying out specific actions related to the ending.
Plot-wise, the first ending is canon with the others being non-canon alternative outcomes of the theme's story. Joklumarkar and Garden of Grotesqueries are exceptions to this, whose endings form a connected story.
Introduced in Crimson Solitaire, Monthly Contracts are missions that awards the corresponding theme's currency when completed. They are updated at the first day of every month while the theme is being updated; the player must complete the Contracts before then, as otherwise all of their progressions will be reset!
The player will have four Monthly Contracts to complete in each month, divided into one A-rank and B-rank Contracts, and two C-rank Contracts, each awarding 500, 250, and 125, respectively, of the season's currency for a total of 1000. Each Contract can only be completed once per month.
The player can also refresh one of the Contracts if it is too difficult for them, changing it to a new one, which can be done four times per month.
In the event the player's seasonal milestone progress reached the current limit, Monthly Contracts will be disabled.
Once the theme's updates are concluded, their respective Monthly Contracts will no longer be available.
| “ | A challenge mode that provides a unique experience. | ” |
Introduced in Crimson Solitaire, Deep Exploration is a special mode added in the respective themes' Expansion I apart from Sarkaz's Furnaceside Fables, which is available at the last content update instead.
Players can opt to perform a Deep Exploration adventure as long as they have completed an adventure in the Normal difficulty or higher at least once, which have various conditions that affects the gameplay in various ways, including certain restrictions. Each Deep Exploration also have their own Mission Objectives and rewards from achieving it (given at the end of the Deep Exploration run). Once a Deep Exploration run's Mission Objective is achieved regardless of the outcome, that Exploration will be marked as "Investigation Completed" and can be started again anytime.
The player will be able to start Deep Exploration adventures where the player starts with certain Collectibles even if the said Collectibles haven't been unlocked yet, but the Exploration run's progression will not be counted to unlock new content in the theme (including the Collectibles) and its Path to Glory medals.
Introduced in Crimson Solitaire, Tactical Props, also called Support Items, are deployable devices that can be used in Integrated Strategies operations. In Crimson Solitaire, Tactical Props' availability is tied to a unique item; from Caerula Arbor, Props' availability is tied to a Collectible that is displayed in a separate section from others instead.
Tactical Props may be awarded from clearing operations and can be purchased from the Rogue Trader.
The player can only have one Tactical Prop at a time; if a new one is obtained, the player has the option to replace the old Prop with the new one.
In Fungimist and Crimson Solitaire, the player must choose one of three difficulty levels before starting an adventure: Easy, Normal, and Hard (named differently in each theme).
| Easy | The player starts with a Collectible that buffs their units, but will only receive half the rewards and their progression will not be counted to unlock new Collectibles and Squads. |
| Normal | The baseline difficulty. |
| Hard | The player starts with a random "cursed" Collectible that buffs enemies and/or applies various handicaps in return for starting with a random positive Collectible as well and receiving 20% more rewards. The Hard difficulty is only available after completing a Normal adventure for the first time. |
From Caerula Arbor, there are multiple ascending levels of difficulty, colloquially called ascension by the community, with progressively increasing handicaps and rewards; higher levels are available by completing an adventure in the preceding level.
After choosing a difficulty level, the player should choose a Squad to help them throughout the adventure. Not all Squads are available initially; most are available after certain conditions are fulfilled.
Using a Squad to complete an adventure will mark it with a small icon in the squad selection menu that varies on the ending reached.
The available Squads differ with the I.S. theme.
| “ | You overcame at least two floors in your last exploration. You'll be able to receive more assistance this time. | ” |
If the player cleared at least two floors on the previous adventure regardless of its outcome, an Operation Reward from three randomly given options can be chosen at the player's discretion upon starting the next adventure.
After choosing the difficulty level, Operation Reward (if available), and Squad, the player should choose the following Rec. Voucher options to recruit their initial three Operators before properly starting the adventure.
| First Move Advantage | Sniper Rec. Voucher
|
Specialist Rec. Voucher
|
Vanguard Rec. Voucher
|
|---|---|---|---|
| Slow and Steady Wins the Race | Caster Rec. Voucher
|
Defender Rec. Voucher
|
Sniper Rec. Voucher
|
| Overcoming Your Weaknesses | Guard Rec. Voucher
|
Medic Rec. Voucher
|
Supporter Rec. Voucher
|
| Flexible Deployment | Vanguard Rec. Voucher
|
Supporter Rec. Voucher
|
Specialist Rec. Voucher
|
| Indestructible | Defender Rec. Voucher
|
Caster Rec. Voucher
|
Medic Rec. Voucher
|
| As Your Heart Desires | Two Rec. Vouchers and one Elite Rec. Voucher, all of which are of random Operator classes. The classes are usually different with each other, but rarely more than one Rec. Voucher will be of the same class. | ||